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CRS (Guest)Mon 04-Mar-02 07:32 PM

  
#43, "Race - more then just stats."


          

One thing I've noticed in CF is the reason why Orcs stand out as a race. Besides just being your basic only-one-class race, they get the ability of a clan and a cabal-like chat. Both of which greatly added to the aspects of orc.

Now why can't this be added to more races?

Before I step ahead of myself, I know this has been brought up, but what about adding racial languagues? So drows can mutter to each other how the human is lacking, or the duergars can bicker about who's getting the gnome groupmates weapons after he dies, etc. I think it would add a lot and make races more than just stats.

To take it a step further, what about adding racial cabal options? Such as the Dwarven Brigade, or Elven protectors, or Fire Giant Marauders, etc etc. It'd make races more important than just stats and the occasional roleplay, it would add a more feeling of....racial ties like orcs have. You could add some neat abilities which would make it more appealing, like having dwarfs drinking alcohol heal them faster, or elven protectors having the ability of camouflage, etc.

To take this even a step *further*, how about adding Cabal items for them? It'd make the world much more vast and complicated of course, but what's wrong with that? Let's say only other races could take other race items, so you'd have racial leaders declaring wars that would influence the world to take sides. Cabals could aid certain races if they find it benefitial, etc.

To take this even a step *FURTHER*, how about adding race-only classes to these race-cabals. Like how the orcs are berserkers, maybe dwarven berskers who are warriors with special abilities, or elf protectors who all learn how to ambush (weaker of course), or svirfs who learn how to use explosives It'd take your base class, and twist it. DwarfWarrior->berserker, ElfWarrior->bladesinger, etc.

Ok, a lot to push for, but I really wish races had languages introduced. You hear people roleplay it all the time, let's just make some standards. (And if ya don't know any racial languages, just use a random generator to mix the words up)



Wise men talk because they have something to say,
Fools talk because they have to say something.
-Plato

  

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Reply RE: Race - more then just stats., leekie (Guest), 09-Mar-02 05:29 AM, #9
Reply RE: Race - more then just stats., Scarabaeus, 05-Mar-02 08:17 AM, #3
Reply RE: Race - more then just stats., Circuits Edge (Anonymous), 05-Mar-02 09:55 AM, #4
Reply RE: Race - more then just stats., Valguarnera, 05-Mar-02 12:38 PM, #6
     Reply RE: Race - more then just stats., Circuits Edge (Anonymous), 05-Mar-02 01:21 PM, #7
Reply Round Two, CRS (Guest), 05-Mar-02 02:46 PM, #8
Reply RE: Race - more then just stats., CRS (Guest), 04-Mar-02 10:00 PM, #1
     Reply I like it, Jesrad (Guest), 05-Mar-02 12:25 AM, #2
     Reply In fact I liked so much I decided to put some thought i..., Jesrad (Guest), 05-Mar-02 11:32 AM, #5
          Reply race/sex/class revamps, shark69 (Guest), 20-Mar-02 05:54 PM, #10

leekie (Guest)Sat 09-Mar-02 05:29 AM

  
#44, "RE: Race - more then just stats."
In response to Reply #0


          

the language idea seems good at first, but consider this, you wouldn't be able to communicate with other races. This would be a real blow for the social mudders. What happens if there is only a handful of orcs online? you would be mute. I suppose you could learn other languages, but this would use valuble practice sessions. I think it's working fine now.

not to say it's impossible to improve...

  

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ScarabaeusTue 05-Mar-02 08:17 AM
Member since 19th Feb 2011
1524 posts
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#45, "RE: Race - more then just stats."
In response to Reply #0


  

          

>Before I step ahead of myself, I know this has been brought
>up, but what about adding racial languagues?

I know I've answered this before, but I suppose I'll answer it again.
Imagine this, we spend a couple weeks generating perl-based language
rules for a handful of races. The language goes in and you do a
little dance as your Drow begins speaking pig-latin to his buddies
and all the Dwarves in the room grumble to themselves. Then one
Dwarf creates a Drow and begins speaking every word combination he
can think of to build up a lexicon/translator for Drowish. He then
runs that through his client and has it autotranslate everything you
say so he can understand it perfectly. There goes a couple weeks of
work and this "cool feature" of the game becomes a non-issue as
translators are pawned off over out-of-character channels.

>To take it a step further, what about adding racial cabal
>options? Such as the Dwarven Brigade, or Elven protectors,
>or Fire Giant Marauders, etc etc.

Oddly, this was the original plan for the Empire. The draft title
was "Empire of the Underdark" and it was going to be a racial alliance
cabal. Things changed. Morale was based heavily on racial combos
(encouraging racial separationism); interestingly enough, the people
that were cleaning up from having high morale said nothing and the
great gnashing of teeth from folks with low morale woke the dead.
Would I like to see CF race wars? Yeah. Do I think it's going
to happen any time soon? Probably not.

>To take this even a step *further*, how about adding Cabal
>items for them?

I'd be ok with (for example) Orc Clans being able to down cabal
items, regardless of whether or not they had a village item
themselves. A few years ago, after visiting Venice, I was
intrigued by the idea of having holy relics in different cities;
possession of the relics resulting in various benefits, loss of the
relics resulting in various urban misfortunes. Those ideas have
sort of been back-burnered and may or may not ever see the light of
day again. I'd probably vote for that before voting for cabal items
for the non-human villages.

>To take this even a step *FURTHER*, how about adding
>race-only classes to these race-cabals.

There is some talk of handling races separately from classes. I
won't say much of anything about that, though.

  

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Circuits Edge (inactive user)Tue 05-Mar-02 09:55 AM
Charter member
posts
#47, "RE: Race - more then just stats."
In response to Reply #3


          

Why must you always be so pessimistic about everything? "Optimism captain, optimism." He gave the solution to this anyway, he said something like make the language appear as random letters everytime to outsiders, unlike spells you don't understand that always show up as the same, like 'grzzs' or whatever. Yeah, it would show up as something like the power gibberish, which I think is random. I love what you guys do, but damn you're quick to throw out half of the new ideas or whatever. Yeah so like whatever dudes.

Thanks,
Circ.

"I woke on impact, under surveilance from the camera eye, watching high and low."

  

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ValguarneraTue 05-Mar-02 12:38 PM
Member since 04th Mar 2003
6904 posts
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#48, "RE: Race - more then just stats."
In response to Reply #4


          

The problem with that is then that every language you don't understand looks like gibberish- elves saying "rgbrvxqpkkkt" looks wrong, especially when they sound exactly like dwarves. Plus, every time you say "yes", it looks different, which means people of other races can never learn to translate some basic words.

Also, we throw out a lot more than half of all new ideas, including those generated by our staff. Probably closer to 80-90% of our own ideas get gutted and abandoned. The amount of effort needed to design, code, test, and implement new features is a lot greater than the effort to write things up on forums. Given the limited free time of the staff, we stick to things that we're more or less 100% behind.

Queenrsyche? Queensryche?!?!?!?
Wait a minute. I recognized that.
I'm just as guilty. Damn me.
Just lie still. No one will notice.

valguarnera@carrionfields.com

  

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Circuits Edge (inactive user)Tue 05-Mar-02 01:21 PM
Charter member
posts
#49, "RE: Race - more then just stats."
In response to Reply #6


          

Hmmm yeah, didn't umh think about that... But what about, not seeing anything but just 'Elf warrior says something in elven to Elf bard.'

  

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CRS (Guest)Tue 05-Mar-02 02:46 PM

  
#46, "Round Two"
In response to Reply #3


          

>>Before I step ahead of myself, I know this has been brought
>>up, but what about adding racial languagues?
>
>I know I've answered this before, but I suppose I'll answer
>it again.
>Imagine this, we spend a couple weeks generating perl-based
>language
>rules for a handful of races. The language goes in and you
>do a
>little dance as your Drow begins speaking pig-latin to his
>buddies
>and all the Dwarves in the room grumble to themselves. Then
>one
>Dwarf creates a Drow and begins speaking every word
>combination he
>can think of to build up a lexicon/translator for Drowish.
>He then
>runs that through his client and has it autotranslate
>everything you
>say so he can understand it perfectly. There goes a couple
>weeks of
>work and this "cool feature" of the game becomes a non-issue
>as
>translators are pawned off over out-of-character channels.

Well, one, the person would have to be extremely anal to go through all word combinations.

Second, how about it ALWAYS looks like gibberish to someone not the race, like any dwarf listening to elf words gets it all garbled, but an elf sees it fine. This would fix any of this, and would allow only races to understand each other.

You could also make languages able to be learned by certain races, like a dwarf could learn some elvish like (50%) if he spent a long time with elves and like 1,000 gold or something. Then you could have translators...

I still like the idea of racial languages, and think if you make it look like random gibberish to anyone not of the race listening, it would fix this and allow for races to communicate.

>
>>To take it a step further, what about adding racial cabal
>>options? Such as the Dwarven Brigade, or Elven protectors,
>>or Fire Giant Marauders, etc etc.
>
>Oddly, this was the original plan for the Empire. The draft
>title
>was "Empire of the Underdark" and it was going to be a
>racial alliance
>cabal. Things changed. Morale was based heavily on racial
>combos
> encouraging racial separationism); interestingly enough,
>the people
>that were cleaning up from having high morale said nothing
>and the
>great gnashing of teeth from folks with low morale woke the
>dead.
>Would I like to see CF race wars? Yeah. Do I think it's
>going
>to happen any time soon? Probably not.
>

And I was hoping to see a marching dwarf army

What about making towns more dynamicly to be changed. Like, see how fire ravages a town like Galadon 24-7 and nothing is done - how about make it damage the economy? Add some more wandering guards who try and put the fire out, and if something burns long enough, the prices raise because of need of repairs or gates are unable to be shut because of fire, etc.

Then people would actually care if it's burning in the room besides the little searing heat. If you want your precious potion of return, you save the wizard shop. And you could fight, newbies can do nothing against this but make it so people can empty water supplies in the room to help. It'd make town love a lot more important than just somewhere you recall to.

Also more towns that have a prison like Hamsah would be nice. I think Galadon is tired of being the city of blood.

>>To take this even a step *further*, how about adding Cabal
>>items for them?
>
>I'd be ok with (for example) Orc Clans being able to down
>cabal
>items, regardless of whether or not they had a village item
>themselves. A few years ago, after visiting Venice, I was
>intrigued by the idea of having holy relics in different
>cities;
>possession of the relics resulting in various benefits, loss
>of the
>relics resulting in various urban misfortunes. Those ideas
>have
>sort of been back-burnered and may or may not ever see the
>light of
>day again. I'd probably vote for that before voting for
>cabal items
>for the non-human villages.
>

That's my point. I kind of stole this idea from hearing of Dark Ages of Camelot that each realm has a relic, and if taken, they don't lose anything, yet the opposing realm gets a bonus. That way it would never hurt those too young if it got taken, but you would want your relic to grant you power.

Even go beyond the orc village, but add relics to each town...then you could have town wars and alliances. Now THAT would be fun.

>>To take this even a step *FURTHER*, how about adding
>>race-only classes to these race-cabals.
>
>There is some talk of handling races separately from
>classes. I
>won't say much of anything about that, though.

Good
Always wanted to see a fire giant warrior learn things different then a gnome, not just be better at bashing.

Wise men talk because they have something to say,
Fools talk because they have to say something.
-Plato

  

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CRS (Guest)Mon 04-Mar-02 10:00 PM

  
#50, "RE: Race - more then just stats."
In response to Reply #0


          

How about even just making it so certain classes get racial benefits.

Like, let's say, you got a drow mage. Yeah, you get 100% faerie fire.

What about the other races? Yeah, some get 100% in something, but what about something special to the race. Like dwarfs get a special berserk affect, and giants get a more damaging bash.

Just make it so races give a special ability instead of just 100% in something, like they get something from specific race teachers.

Wise men talk because they have something to say,
Fools talk because they have to say something.
-Plato

  

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Jesrad (Guest)Tue 05-Mar-02 12:25 AM

  
#53, "I like it"
In response to Reply #1


          

Damn, I really like this idea, would make things really more interesting if drow invoker could creat an area of darkness, dwarf warrior demorilize, giants super-bash, felar warrior with pouce, arial assassin with a special dive attack, elven rangers with an actual bow (just another call lightning), duergar APs with butcher,
elven bards with a kind of hold (until attacked or 2 hours), drow conjies with eyes of intrigue, fire shaman with holy strength ritual, wood-elf ranger with tree climb, arial warrior with whirlwind attack (hits all attackers), gnome transmuter with special race morph (they would appear to be of another race), orc deleted, duergar thief with special fake manacles (when they get manacled, they actually don't if they have one of these), elven thieves being able to hide in forests, dwarf shaman with craft axe, cloud druid learning to bash, arial druid not needing herbs for birdform, felar AP with bite (bite me), wood-elf druid with *real* acute vision, svirf conjie with conjure elemental cost free, drow ap with dark feast, elven paladin with shield of justice, drow necros with spell fear, etc...
Tone down as necessary, best with icy beer.

  

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Jesrad (Guest)Tue 05-Mar-02 11:32 AM

  
#51, "In fact I liked so much I decided to put some thought i..."
In response to Reply #1


          

These ideas are meant to spice up race/class combos that have not worked out or just give more spice to classes that could use something new, therefore the worst combos usually got more powerful ideas. I tried to keep the theme of the class and race to give a better feel of what is to play that specific combo. This takes seriously into account racial differences and uniqueness.


Warriors

Race: Arial
skill: whirlwind
Rank: 35
cost: none
lag: two rounds
description: hits all opponents

Race: Giants
Skill: ChargedAttack (victim)
Rank: 25
Cost: none
Lag: 2 rounds
Desc: Bash with improved hitting chance and damage

Race: Felar
Skill: Pounce (automatic)
Rank: 45
Cost: none
Lag: 1 round
Desc: Not as good as tiger's, size and dex based. (Easier to pounce on a smaller and less dextrous opponent.)

Race: Elf/Drow
Skill: LightningReflexes
Rank: 30
Cost: 5 mov each dodge
Lag: none
Desc: Improved dodge, can be turned on/off

Race: Duergar
Skill: taunt (victim)
Rank: 25
Cost: 50 mana
Lag: 2 rounds
Desc: Lowers enemy's morale, can only be used to begin combat.

Race: Dwarf
Skill: AimLow
Rank: 25
Cost: none
Lag: 2 rounds
Desc: For one round you aim your opponent's feet/legs, each hit draining 10% movement.

Race: Gnome/Svirf
Skill: Weaponsmaster (weapon)
Rank: 35
Cost: none
Lag: none
Desc: You focus your knowledge in one kind of weapon and can fight with/against it with improved skills, better defense and/or offense. Cannot be changed during combat.

Race: Wood-Elf
Skill: AimHigh
Rank: 45
Cost: none
Lag: 2 rounds
Desc: For one round you try to aim your opponent's head, each hit disorientating and draining 5% mana.

Race: Humans/half-breeds
Skill: AimLow
Rank: 51
Cost: none
Lag: 2 rounds
Desc: see above. Won't work against smaller opponents.


Anti-Paladin

Race: Arial
Spell: Forked Lightning (victim)
Rank: 33
Cost: 50 mana
Lag: 2 rounds
Desc: .

Race: Drow
Spell: BloodRitual
Rank: 23
Cost: 30 mana
Lag: 4 rounds
Desc: You try to drain out the last drops of blood before your opponents falls (convulsing), if successfull you kill him/her and performing a dark ritual regenerate your own health (100hp).

Race: Duergar
Skill: Butcher (corpse)
Rank: 15
Cost: none
Lag: none
Desc: same as ranger's butcher.

Race: Felar
Skill: Bite (victim)
Rank: 21
Cost: none
Lag: 2 rounds
Desc: As per orangutan facebite.


Conjurer

Race: Arial
Ability: Air elemental affinity
Rank: always works
Cost: none
Lag: none
Desc: Improved charisma(set 24) when summoning/binding air elementals.

Race: Svirf
Ability: Earth elemental affinity
Rank: always works
Cost: none
Lag: none
Desc: Improved charisma(set 25) when summoning/binding earth elementals. "Magga Cammara!"

Race: Gnome
Skill: Elemental lore (automatic)
Rank: 20
Cost: none
Lag: none
Desc: Through better understanding elementals, the conjurer has a better chance to summon a non-angry elemental.

Race: Drow
Spell: Eyes of Intrigue (victim)
Rank: 44
Cost: 80
Lag: 2 rounds
Desc: When clairvoyance is mastered, a drow may learn this spell that will reveal the target's location as if his familiar had looked into the room. (Use familiar's abilities here)

Race: Elf
Ability: Light affinity
Rank: always works
Cost: none
Lag: none
Desc: No Light creature conjured will ever attack the elf, in opposition, any dark creature conjured will try to attack the elf and will be much harder to control(bind).


Druids

Race: Arial
Supp: Wings Growth
Rank: 40
Cost: 100 mana
Lag: 1 round
Desc: Instead of being able to take birdform, arial druids learn to grow their wings to fly in the skies high above, although it costs 50 mov each tick while in high altitudes.

Race: Cloud
Skill: Bash (victim)
Rank: 21
Cost: none
Lag: as per common bash
Desc: as per common bash

Race: Gnome
Supp: Bearclaws
Rank: 21
Cost: 20 mana/tick
Lag: 1 round
Desc: Suffering partial transformation, a gnome is able to rake through his enemies with claws, but give up the use of a shield in the process. Attacks like a felar warrior of the same rank, cannot wield/hold/wear anything on his hands, keeps his parry, related command is revertclaws.
Feels like the class itself could use this supp.

Race: Wood-elf
Skill: Acute vision
Rank: 15
Cost: .
Lag:.
Desc:.

Race: Human/half-breed/wood-elf
Supp: Animate Plants
Rank: 27
Cost: 50 mana
Lag: 1 round
Desc: Animating the plants around him, the druid makes it more difficult to get hit. The plants will absorve some of the attacks directed at the druid, til the druid moves or the combat ends.
Also looks like all the class deserves this.


Invoker

Race: Drow
Spell: Globe of Darkness
Rank: 33, paths air and lightning
Cost: 50
Lag: 1 round, duration/counter is 4/24 hours
Desc: The drow creates a thick globe of darkness in the room where only he is able to see anything.


Necromancer

Race: Drow
Spell: Fear (victim)
Rank: 21
Cost: 10 mana
Lag: 1 round
Desc: Duration/counter is 6 hours for both victim and necro, wich can only cast it again after that. The victim inflicted with fear will flee in panic and will not enter a room where the caster is.


Paladins

Race: Elf
Supp: Shield of Justice
Rank: 15
Cost: 40 mana
Lag: 1 round
Desc: Creates a shield only usable by elven paladins with stats based on rank. Crumbles after a time.


Ranger

Race: Elf
Skill: Area knowledge
Rank: 18
Cost: none
Lag: none
Desc: In the wilderness and knowlegeable of the ways of nature, an elven ranger is able to determine if anyone that could harm him is present. (like danger sense)


Shaman

Race: half-breed
Skill: dagger/mace
Rank: 1
Cost: none
Lag: none
Desc: Being more versatile than their shaman brethren of other races, half-elf/drow can learn the use of daggers and maces.

Race: Drow
Skill: Ritual of Zin-Carla (pccorpse)
Rank: 30
Cost: 300 mana
Lag: 2 rounds, duration: 40 hours.
Desc: Just after defeating an opponent(PC) you may offer the kill to the gods and in exchange gain the aid of a drider, drow from the waist up and arachnid eight legged waist down, a very dangerous guardian of Lloth. Bad things have been rumoured to happen when a drow offers a kill that was not his.


Thief

Race: Gnome
Skill: Snatch (item)
Rank: 20
Cost: 40 mana
Lag: 2 rounds
Desc: With this skill the thief fools a merchant into thinking he actually paid for an item when he did not, and get away with free goods.

Race: Duergar
Skill: Withdraw (direction)
Rank: 20
Cost: 50 mov
Lag: none
Desc: Having prepared before hand a quick escape route, when combat goes ill you just run like hell in the given direction. (goes all the way in the given direction until there is a turn or he exits the area)

Race: Elf
Skill: Hide
Rank: 1
Cost: none
Lag: none
Desc: Elven ability to hide is far superior than most thieves, elves can hide in the wilderness too.

Race: Drow
Skill: DarknessBlend
Rank: 31
Cost: 100 mana
Lag: none
Desc: In the underground, drows hide beyond all detection. Great mental concentration is required to avoid detection though, and any movement will revert you to normal hide status.


Arcane (transmuters)

Race: Elf/Drow
Ability: No lag duo-dimension to tri-dimension
Rank: always
Cost: none
Lag: none
Desc: When an elf/drow steps out of duo they have no lag whatsoever.

Race: Gnome/Svirf
Spell: Illusion (race) (class)
Rank: 38
Cost: 50 mana
Lag: 1 round, duration 9 hours
Desc: Rather than changing themselves, a gnome/svirf transmuter makes an illusion shell around him that makes him appear as being of another race/class. (Name, desc, eq won't change)

Race: Arial
Spell: Coating secretion
Rank: 17
Cost: 20 mana
Lag: 1 round
Desc: Arial transmuters have developed a coating secretion for their feathers enabling them to go underwater.

Race: Human/half-breeds/arial
Skill: sword, maces
Rank: 1
Cost: none
Lag: none
Desc: they can use swords and maces


Where to learn: (abilities do not need to be learned)
when a skill/spell/supp is available to human/half-breed then it's available at Galadon, Hamsah, Tir Talath and Seantryn;
Arial in arial city;
Felar in Blackclaw;
Drow in drow city with appropriate mob (mage, priest or warrior), the "teacher" won't attack the drow if he has not practiced the spell/skill/supp yet, otherwise will, all others will as it is now.
Drows may also learn spells(only) in Gehenna...
Elf in Darsylon;
Duergar I suggest guilds in the sewers of Galadon, some skills can be learned in akan;
Dwarf in Akan;
Storm giants in the lake with the king;
Fire giants in Kiadana with other fire giants;
Cloud giants on the aryth ocean with other clouds;
Gnome in Hillcrest;
Svirf in Blingdenstone;
Wood-elves in Eryn Galen.

  

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shark69 (Guest)Wed 20-Mar-02 05:54 PM

  
#52, "race/sex/class revamps"
In response to Reply #5


          

Those are nice ideas to bring out racial differences . I hope the game develops more depth in each race and class. The orcs are moving along nicely. And now, the academy has a feature which at least touches upon out how to roleplay different races and classes.

I was also wondering how the IMMs feel about giving credence to male/female differences, particularly where relevant to the race/class. The best example I can think of is the drow.

Maybe give male drow an experience boost when grouped AROUND a drow matron, OR a morale boost when a drow matron is IN the group. Something to encourage solidarity, and increase the value of matrons in the drow community.

It can obviously go much deeper than this.. We could similarly emphasize other inter/intra-racial and inter/intra-class dynamics as well...


>These ideas are meant to spice up race/class combos that
-----------
>
>Warriors
>
>Race: Arial
>skill: whirlwind
>Rank: 35
>cost: none
>lag: two rounds
>description: hits all opponents
>
>Race: Giants
>Skill: ChargedAttack (victim)
>Rank: 25
>Cost: none
>Lag: 2 rounds
>Desc: Bash with improved hitting chance and damage
>
>Race: Felar
>Skill: Pounce (automatic)
>Rank: 45
>Cost: none
>Lag: 1 round
>Desc: Not as good as tiger's, size and dex based. (Easier to
>pounce on a smaller and less dextrous opponent.)
>
>Race: Elf/Drow
>Skill: LightningReflexes
>Rank: 30
>Cost: 5 mov each dodge
>Lag: none
>Desc: Improved dodge, can be turned on/off
>
>Race: Duergar
>Skill: taunt (victim)
>Rank: 25
>Cost: 50 mana
>Lag: 2 rounds
>Desc: Lowers enemy's morale, can only be used to begin
>combat.
>
>Race: Dwarf
>Skill: AimLow
>Rank: 25
>Cost: none
>Lag: 2 rounds
>Desc: For one round you aim your opponent's feet/legs, each
>hit draining 10% movement.
>
>Race: Gnome/Svirf
>Skill: Weaponsmaster (weapon)
>Rank: 35
>Cost: none
>Lag: none
>Desc: You focus your knowledge in one kind of weapon and can
>fight with/against it with improved skills, better defense
>and/or offense. Cannot be changed during combat.
>
>Race: Wood-Elf
>Skill: AimHigh
>Rank: 45
>Cost: none
>Lag: 2 rounds
>Desc: For one round you try to aim your opponent's head,
>each hit disorientating and draining 5% mana.
>
>Race: Humans/half-breeds
>Skill: AimLow
>Rank: 51
>Cost: none
>Lag: 2 rounds
>Desc: see above. Won't work against smaller opponents.
>
>
>Anti-Paladin
>
>Race: Arial
>Spell: Forked Lightning (victim)
>Rank: 33
>Cost: 50 mana
>Lag: 2 rounds
>Desc: .
>
>Race: Drow
>Spell: BloodRitual
>Rank: 23
>Cost: 30 mana
>Lag: 4 rounds
>Desc: You try to drain out the last drops of blood before
>your opponents falls (convulsing), if successfull you kill
>him/her and performing a dark ritual regenerate your own
>health (100hp).
>
>Race: Duergar
>Skill: Butcher (corpse)
>Rank: 15
>Cost: none
>Lag: none
>Desc: same as ranger's butcher.
>
>Race: Felar
>Skill: Bite (victim)
>Rank: 21
>Cost: none
>Lag: 2 rounds
>Desc: As per orangutan facebite.
>
>
>Conjurer
>
>Race: Arial
>Ability: Air elemental affinity
>Rank: always works
>Cost: none
>Lag: none
>Desc: Improved charisma(set 24) when summoning/binding air
>elementals.
>
>Race: Svirf
>Ability: Earth elemental affinity
>Rank: always works
>Cost: none
>Lag: none
>Desc: Improved charisma(set 25) when summoning/binding earth
>elementals. "Magga Cammara!"
>
>Race: Gnome
>Skill: Elemental lore (automatic)
>Rank: 20
>Cost: none
>Lag: none
>Desc: Through better understanding elementals, the conjurer
>has a better chance to summon a non-angry elemental.
>
>Race: Drow
>Spell: Eyes of Intrigue (victim)
>Rank: 44
>Cost: 80
>Lag: 2 rounds
>Desc: When clairvoyance is mastered, a drow may learn this
>spell that will reveal the target's location as if his
>familiar had looked into the room. (Use familiar's abilities
>here)
>
>Race: Elf
>Ability: Light affinity
>Rank: always works
>Cost: none
>Lag: none
>Desc: No Light creature conjured will ever attack the elf,
>in opposition, any dark creature conjured will try to attack
>the elf and will be much harder to control(bind).
>
>
>Druids
>
>Race: Arial
>Supp: Wings Growth
>Rank: 40
>Cost: 100 mana
>Lag: 1 round
>Desc: Instead of being able to take birdform, arial druids
>learn to grow their wings to fly in the skies high above,
>although it costs 50 mov each tick while in high altitudes.
>
>Race: Cloud
>Skill: Bash (victim)
>Rank: 21
>Cost: none
>Lag: as per common bash
>Desc: as per common bash
>
>Race: Gnome
>Supp: Bearclaws
>Rank: 21
>Cost: 20 mana/tick
>Lag: 1 round
>Desc: Suffering partial transformation, a gnome is able to
>rake through his enemies with claws, but give up the use of
>a shield in the process. Attacks like a felar warrior of the
>same rank, cannot wield/hold/wear anything on his hands,
>keeps his parry, related command is revertclaws.
>Feels like the class itself could use this supp.
>
>Race: Wood-elf
>Skill: Acute vision
>Rank: 15
>Cost: .
>Lag:.
>Desc:.
>
>Race: Human/half-breed/wood-elf
>Supp: Animate Plants
>Rank: 27
>Cost: 50 mana
>Lag: 1 round
>Desc: Animating the plants around him, the druid makes it
>more difficult to get hit. The plants will absorve some of
>the attacks directed at the druid, til the druid moves or
>the combat ends.
>Also looks like all the class deserves this.
>
>
>Invoker
>
>Race: Drow
>Spell: Globe of Darkness
>Rank: 33, paths air and lightning
>Cost: 50
>Lag: 1 round, duration/counter is 4/24 hours
>Desc: The drow creates a thick globe of darkness in the room
>where only he is able to see anything.
>
>
>Necromancer
>
>Race: Drow
>Spell: Fear (victim)
>Rank: 21
>Cost: 10 mana
>Lag: 1 round
>Desc: Duration/counter is 6 hours for both victim and necro,
>wich can only cast it again after that. The victim inflicted
>with fear will flee in panic and will not enter a room where
>the caster is.
>
>
>Paladins
>
>Race: Elf
>Supp: Shield of Justice
>Rank: 15
>Cost: 40 mana
>Lag: 1 round
>Desc: Creates a shield only usable by elven paladins with
>stats based on rank. Crumbles after a time.
>
>
>Ranger
>
>Race: Elf
>Skill: Area knowledge
>Rank: 18
>Cost: none
>Lag: none
>Desc: In the wilderness and knowlegeable of the ways of
>nature, an elven ranger is able to determine if anyone that
>could harm him is present. (like danger sense)
>
>
>Shaman
>
>Race: half-breed
>Skill: dagger/mace
>Rank: 1
>Cost: none
>Lag: none
>Desc: Being more versatile than their shaman brethren of
>other races, half-elf/drow can learn the use of daggers and
>maces.
>
>Race: Drow
>Skill: Ritual of Zin-Carla (pccorpse)
>Rank: 30
>Cost: 300 mana
>Lag: 2 rounds, duration: 40 hours.
>Desc: Just after defeating an opponent(PC) you may offer the
>kill to the gods and in exchange gain the aid of a drider,
>drow from the waist up and arachnid eight legged waist down,
>a very dangerous guardian of Lloth. Bad things have been
>rumoured to happen when a drow offers a kill that was not
>his.
>
>
>Thief
>
>Race: Gnome
>Skill: Snatch (item)
>Rank: 20
>Cost: 40 mana
>Lag: 2 rounds
>Desc: With this skill the thief fools a merchant into
>thinking he actually paid for an item when he did not, and
>get away with free goods.
>
>Race: Duergar
>Skill: Withdraw (direction)
>Rank: 20
>Cost: 50 mov
>Lag: none
>Desc: Having prepared before hand a quick escape route, when
>combat goes ill you just run like hell in the given
>direction. (goes all the way in the given direction until
>there is a turn or he exits the area)
>
>Race: Elf
>Skill: Hide
>Rank: 1
>Cost: none
>Lag: none
>Desc: Elven ability to hide is far superior than most
>thieves, elves can hide in the wilderness too.
>
>Race: Drow
>Skill: DarknessBlend
>Rank: 31
>Cost: 100 mana
>Lag: none
>Desc: In the underground, drows hide beyond all detection.
>Great mental concentration is required to avoid detection
>though, and any movement will revert you to normal hide
>status.
>
>
>Arcane (transmuters)
>
>Race: Elf/Drow
>Ability: No lag duo-dimension to tri-dimension
>Rank: always
>Cost: none
>Lag: none
>Desc: When an elf/drow steps out of duo they have no lag
>whatsoever.
>
>Race: Gnome/Svirf
>Spell: Illusion (race) (class)
>Rank: 38
>Cost: 50 mana
>Lag: 1 round, duration 9 hours
>Desc: Rather than changing themselves, a gnome/svirf
>transmuter makes an illusion shell around him that makes him
>appear as being of another race/class. (Name, desc, eq won't
>change)
>
>Race: Arial
>Spell: Coating secretion
>Rank: 17
>Cost: 20 mana
>Lag: 1 round
>Desc: Arial transmuters have developed a coating secretion
>for their feathers enabling them to go underwater.
>
>Race: Human/half-breeds/arial
>Skill: sword, maces
>Rank: 1
>Cost: none
>Lag: none
>Desc: they can use swords and maces
>
>
>Where to learn: (abilities do not need to be learned)
>when a skill/spell/supp is available to human/half-breed
>then it's available at Galadon, Hamsah, Tir Talath and
>Seantryn;
>Arial in arial city;
>Felar in Blackclaw;
>Drow in drow city with appropriate mob (mage, priest or
>warrior), the "teacher" won't attack the drow if he has not
>practiced the spell/skill/supp yet, otherwise will, all
>others will as it is now.
>Drows may also learn spells(only) in Gehenna...
>Elf in Darsylon;
>Duergar I suggest guilds in the sewers of Galadon, some
>skills can be learned in akan;
>Dwarf in Akan;
>Storm giants in the lake with the king;
>Fire giants in Kiadana with other fire giants;
>Cloud giants on the aryth ocean with other clouds;
>Gnome in Hillcrest;
>Svirf in Blingdenstone;
>Wood-elves in Eryn Galen.

  

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